Updated for 8.4.1
Lots of problems were solved, but Hiigaran early game is terrible because of the lack of available crew - a too early crew station is forced : this is exactly what needed improving, and it just got worse after this update.

Pretty nice job on the new stuff. The lance platform needs a bit more firepower, though.

Apparently I've made a mistake in my test games. The available crew is maximal at the start of the game. I must have lost some of my ships there. Ignore my previous comment on initial crew limit for Hiigarans.
Thread updated._________________

Updated. New change log is really exciting and will probably bring decent balance. As a next task I will prioritize finding under-powered ships in both fleets. After that the reports will focus on suggested features and mechanic changes._________________

The following two MUST be in the next release. I can provide you with full resourcing calculations if you need a reason, but it would take long to write down and for you to read too. To make the game more dynamic, these MUST be implemented.

CRITICAL : Starting resources need to be : 3000 for tactical, 5000 for normal, 8000 for deathmatch, 11000 for carnage

I have completed the inclusion of most of the CBG reports, as well as some new features and bugfixes into the game, and present them as a patch to the current complex here :

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My comments on the effects :

Quote:

The effect of the changes is intense. Not only does the game play completely differently, the expert AI almost crushed me in the opening(I haven't had a tough game against the AI since 7.4.4 . You probably know that currently the AI would arrive at your doorstep very early with some harmless interceptors... now here the AI came with a mix of corvettes, fighters and frigates. I struggled with power so much, that all of it got drained before I got my economy going properly and got a power buildup again.

Long story short - the rank restrictions on smaller ships is probably the core change, and should really be in complex. I wasn't expecting anything spectacular, but this worked out super well.

With this implemented, we'd be almost ready to release the final version of the 8 series (at least from a balance perspective)_________________

I still have to say that Flak Frigates are sorely lacking in anti-fighter power. For the price, there's no point in using them - they fall too quickly to bombers, and an Interceptor is more effective. They need another 40% damage boost to fighters, IMO. Actually, boosting the range of the explosion would also be helpful. Currently, the Flak burst doesn't actually affect the whole squadron. It only affects 3-4 ships. A increase of 40-60% in explosion radius would be very helpful.

I need to do more specific tests in order to be sure of the exact change needed, but I'll get around to that when I have time. I'm still fairly busy._________________"The best way to gain experience is......to gain experience." - Hockey Commentator

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